package com.ak.cluster;


/**
 * @author Tyler_Kirk
 * This is an example for what could be done with screens (You could technically build out an inventory screen
 * in this class, then set the screen on a certain event and voila! You have accessed your new inventory screen.
 * Another aside, {I'm actually typing this to practice my typing, what better way to practice typing than with writing
 * code documentation!} You will need to build a way back to the game as well. Storing vital game information, 
 * like: player position, textures, and other stuff will need to take place, in order to make a smooth recovery back into 
 * the main game window. With Android you could load up a parcel and send it to the system stack. Parcels hold information 
 * between applications as well.)
 * Screens are set Through the Game Class, you can use Game.SetScreen(this), to set this as the current screen
 *
 */

public class UIScreen extends Screen{

	public UIScreen(Game lgame) {
		super(lgame);
		// TODO Auto-generated constructor stub
	}

	@Override
	public void update(float deltatime) {
		// TODO Auto-generated method stub
		
	}

	@Override
	public void present(float deltatime) {
		// TODO Auto-generated method stub
		
	}

	@Override
	public void pause() {
		// TODO Auto-generated method stub
		
	}

	@Override
	public void resume() {
		// TODO Auto-generated method stub
		
	}

	@Override
	public void dispose() {
		// TODO Auto-generated method stub
		
	}

}
